glsl: add has_shader_image_load_store()
Preliminary work for ARB_bindless_texture which can interact with ARB_shader_image_load_store. Signed-off-by: Samuel Pitoiset <samuel.pitoiset@gmail.com> Reviewed-by: Anuj Phogat <anuj.phogat@gmail.com>
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@@ -840,8 +840,7 @@ builtin_variable_generator::generate_constants()
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state->Const.MaxTransformFeedbackInterleavedComponents);
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}
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if (state->is_version(420, 310) ||
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state->ARB_shader_image_load_store_enable) {
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if (state->has_shader_image_load_store()) {
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add_const("gl_MaxImageUnits",
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state->Const.MaxImageUnits);
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add_const("gl_MaxVertexImageUniforms",
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@@ -1318,8 +1318,7 @@ layout_qualifier_id:
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}
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/* Layout qualifiers for ARB_shader_image_load_store. */
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if (state->ARB_shader_image_load_store_enable ||
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state->is_version(420, 310)) {
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if (state->has_shader_image_load_store()) {
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if (!$$.flags.i) {
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static const struct {
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const char *name;
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@@ -330,6 +330,11 @@ struct _mesa_glsl_parse_state {
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is_version(400, 320);
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}
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bool has_shader_image_load_store() const
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{
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return ARB_shader_image_load_store_enable || is_version(420, 310);
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}
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void process_version_directive(YYLTYPE *locp, int version,
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const char *ident);
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